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Star Wars: The Card Game – Imperial Entanglements

Expansion for Star Wars: The Card Game

Star Wars: The Card Game – Imperial Entanglements Rulebook

Table of Contents

Table of Contents

  • Objective Set 171
    • House Edge
    • Lando Calrissian
    • Herglic Sabacc Addict
    • Cloud City Casino
    • Sabacc Shift
    • The Gambler's Trick
  • Objective Set 172
    • Debt of Honor
    • Chewbacca
    • Wookiee Defender
    • Kashyyyk Resistance Hideout
    • Wookiee Rage
    • Protection
  • Objective Set 173
    • Fortune and Fate
    • Lady Luck
    • Cloud City Technician
    • Central Computer
    • Target of Opportunity
  • Objective Set 174
    • Honor Among Thieves
    • Mirax Terrik
    • Fringer Captain
    • Special Discount
    • One Last Trick
  • Objective Set 175
    • Renegade Reinforcements
    • Corporal Dansra Beezer
    • Renegade Squadron Operative
    • Hidden Backup
    • Directed Fire
    • Last Minute Reinforcements
  • Objective Set 176
    • Mysteries of the Rim
    • Outer Rim Mystic
    • Niman Training
    • Force Illusion
  • Objective Set 177
    • Planning the Rescue
    • General Airen Cracken
    • Alliance Infiltrator
    • Superior Intelligence
    • Undercover
    • Rescue Mission
  • Objective Set 178
    • The Tarkin Doctrine
    • Grand Moff Tarkin
    • Stormtrooper Assault Team
    • Rule by Fear
    • Moment of Triumph
    • Twist of Fate
  • Objective Set 179
    • Might of the Empire
    • Chimaera
    • DP20 Corellian Gunship
    • Fleet Staging Area
    • Tractor Beam
    • The Empire Strikes Back
  • Objective Set 180
    • Enforced Loyalty
    • Colonel Yularen
    • Lieutenant Mithel
    • MSE-6 "Mouse" Droid
    • Control Room
    • The Imperial Fist
  • Objective Set 181
    • Imperial Entanglements
    • Imperial Raider
    • VT-49 Decimator
    • Customs Blockade
    • Ion Cannon
  • Objective Set 182
    • Phantoms of Imdaar
    • TIE Phantom
    • Enhanced Laser Cannon
    • Fighters Coming In!
    • Heat of Battle
  • Objective Set 183
    • Brothers of the Sith
    • Gorc
    • Pic
    • Telepathic Connection
    • Force Stasis
    • Force Invisibility
  • Objective Set 184
    • The Hutt's Menagerie
    • Malakili
    • Jabba's Rancor
    • Bubo
    • Underground Entertainment
    • Jabba's Summons

Objective Set 171

House Edge

No. 838 · Objective · Light side · Smugglers and Spies · Damage capacity 5 · Resource 1

While this objective is undamaged, it gains: "Interrupt: When an opponent would choose a card from his hand to place in an edge stack, he must choose that card at random instead. (Limit once per turn.)"

Lando Calrissian

No. 839 · Unit · Light side · Smugglers and Spies · Cost 4 · Unique · Damage capacity 3 · Force icons 2

Action: If you and your opponent each have 1 or more cards in hand, each chooses 1 card from hand. Reveal those cards simultaneously. The player that revealed more printed Force icons may remove a focus token from a card he controls. Discard both revealed cards. (Limit once per turn.)

Herglic Sabacc Addict

No. 840 · Unit · Light side · Neutral · Cost 2 · Damage capacity 2 · Force icons 1

Reaction: After this unit enters play, name a card. Your opponent must reveal his hand and discard all copies of that card from his hand.

Cloud City Casino

No. 22 · Enhancement · Light side · Neutral · Cost 1 · Force icons 0 · Resource 1

Enhance your play area.

Limited. (You cannot play more than one limited card per turn.)

Sabacc Shift

No. 841 · Event · Light side · Smugglers and Spies · Cost 1 · Force icons 2

Play only during your turn.

Action: Your opponent shuffles his hand back into his deck and draws X cards. X is the number of cards he shuffled into his deck.

The Gambler's Trick

No. 842 · Fate · Light side · Neutral · Force icons 1 · Edge priority 3

If you control a participating unique [Smugglers and Spies] unit, cancel the card effects of all enemy fate cards with priority 4 or higher revealed during this edge battle.

Objective Set 172

Debt of Honor

No. 843 · Objective · Light side · Smugglers and Spies · Damage capacity 5 · Resource 1

Reaction: After a Wookiee unit you control is sacrificed or destroyed, shuffle it back into its owner's deck from the discard pile. (Limit once per turn.)

Chewbacca

No. 844 · Unit · Light side · Smugglers and Spies · Cost 3 · Unique · Damage capacity 3 · Force icons 2

Action: If you control fewer units than each opponent, target up to 2 friendly units. Place 1 shield on each targeted unit. (Limit once per turn.)

Wookiee Defender

No. 845 · Unit · Light side · Neutral · Cost 2 · Damage capacity 2 · Force icons 2

This unit gains [Unit Damage] while it is shielded.

Kashyyyk Resistance Hideout

No. 846 · Enhancement · Light side · Smugglers and Spies · Cost 2 · Unique · Force icons 1 · Resource 1

Enhance your play area.

Action: If you control fewer units than each opponent, focus this enhancement to place 2 shields on a target unit you control, even if that unit is already shielded.

Wookiee Rage

No. 847 · Event · Light side · Smugglers and Spies · Cost 1 · Force icons 1

Action: During an engagement, sacrifice a participating Wookiee unit to deal X damage divided among participating enemy units. X is the remaining damage capacity of the sacrificed unit.

Protection

No. 256 · Fate · Light side · Neutral · Force icons 2 · Edge priority 3

Place 1 shield on a target unit or objective.

Objective Set 173

Fortune and Fate

No. 848 · Objective · Light side · Smugglers and Spies · Damage capacity 5 · Resource 2

The card database records no text for this card, so none is transcribed.

Lady Luck

No. 849 · Unit · Light side · Smugglers and Spies · Cost 4 · Unique · Damage capacity 3 · Force icons 3

Reaction: After this unit is focused to strike, reveal the top 3 cards of your deck. Discard one of those cards, place one on the bottom of your deck, and place one into your hand.

Cloud City Technician

No. 850 · Unit · Light side · Neutral · Cost 2 · Damage capacity 1 · Force icons 1

Reaction: After this unit enters your discard pile, draw 1 card.

Central Computer

No. 851 · Enhancement · Light side · Smugglers and Spies · Cost 1 · Force icons 0 · Resource 1

Enhance your play area.

Limited.

Interrupt: When you would draw a card, draw the bottom card of your deck instead.

Target of Opportunity

No. 133 · Fate · Light side · Neutral · Force icons 2 · Edge priority 9

If you are the attacking player, deal 1 damage to the engaged objective.

Objective Set 174

Honor Among Thieves

No. 852 · Objective · Light side · Smugglers and Spies · Damage capacity 5 · Resource 1

Reaction: After an opponent plays an event card, remove 1 focus token from this objective. (Limit once per turn.)

Mirax Terrik

No. 853 · Unit · Light side · Smugglers and Spies · Cost 2 · Unique · Damage capacity 2 · Force icons 2

Reduce the cost of the first event card you play each turn by 1.

Fringer Captain

No. 854 · Unit · Light side · Neutral · Cost 2 · Damage capacity 2 · Force icons 1

This unit cannot be targeted by enemy events.

Special Discount

No. 855 · Event · Light side · Smugglers and Spies · Cost 0 · Force icons 2

Action: Sacrifice a unit to reduce the cost of the next card you play this phase by the sacrificed card's printed cost.

One Last Trick

No. 856 · Event · Light side · Smugglers and Spies · Cost 1 · Force icons 1

Interrupt: When a unit you control leaves play, place 1 focus token on a target unit with equal or lower printed cost.

Objective Set 175

Renegade Reinforcements

No. 857 · Objective · Light side · Smugglers and Spies · Damage capacity 5 · Resource 1

Reaction: After the first Renegade Squadron unit you control is focused to strike this turn, it gains [Edge-Enabled Tactics] until the end of the strike.

Corporal Dansra Beezer

No. 858 · Unit · Light side · Smugglers and Spies · Cost 3 · Unique · Damage capacity 2 · Force icons 2

Reaction: After this unit is focused to strike, this unit gains 1 combat icon that another participating unit has, until the end of the phase.

Renegade Squadron Operative

No. 210 · Unit · Light side · Smugglers and Spies · Cost 2 · Damage capacity 2 · Force icons 1

The card database records no text for this card, so none is transcribed.

Hidden Backup

No. 859 · Enhancement · Light side · Neutral · Cost 0 · Force icons 1

Enhance your play area.

While you are the defending player and have no ready defenders, this enhancement gains: "Action: Focus this enhancement to have a target ready unit you control participate on your side."

Directed Fire

No. 860 · Event · Light side · Neutral · Cost 1 · Force icons 1

Interrupt: When you would choose a unit to strike during an engagement, choose a target ready unit you control not participating in the engagement instead. That unit strikes as if it were participating.

Last Minute Reinforcements

No. 861 · Event · Light side · Smugglers and Spies · Cost 2 · Force icons 2

Reaction: After you declare defenders, search your deck for a non-Vehicle unit and put it into play as a participating unit on your side. Shuffle your deck. If that unit is still in play at the end of the engagement, place it on the bottom of your deck.

Objective Set 176

Mysteries of the Rim

No. 862 · Objective · Light side · Jedi · Damage capacity 5 · Resource 1

Limit 1 per objective deck.

Action: Move 1 focus token from this objective to a [Jedi] unit you control. (Limit once per turn.)

Outer Rim Mystic

No. 863 · Unit · Light side · Jedi · Cost 2 · Damage capacity 2 · Force icons 2

Reaction: After a focus token is placed on a friendly unit by an enemy card effect or combat icon, move that focus token to this unit. (Limit once per turn.)

Niman Training

No. 864 · Enhancement · Light side · Jedi · Cost 0 · Force icons 2

Enhance a Force User or Force Sensitive unit.

Enhanced unit gains elite.

Force Illusion

No. 865 · Event · Light side · Jedi · Cost 1 · Force icons 1

Reaction: After you declare a lone attacker, target up to X ready enemy units. X is the number of focus tokens on a Force User unit you control. Targeted units cannot be declared as defenders this engagement.

Objective Set 177

Planning the Rescue

No. 866 · Objective · Light side · Rebel Alliance · Damage capacity 5 · Resource 1

Forced Reaction: After this objective enters play, reveal the top X cards of your deck. X is the number of objectives your opponent has in play. Then, place each revealed card at an enemy objective as a captured card.

General Airen Cracken

No. 867 · Unit · Light side · Rebel Alliance · Cost 3 · Unique · Damage capacity 3 · Force icons 2

While this unit is attacking, it gains [Edge-Enabled Blast Damage] for each captured card at the engaged objective and: "Reaction: After a unit or enhancement is rescued from the engaged objective, put it into play. (Limit once per turn.)"

Alliance Infiltrator

No. 868 · Unit · Light side · Rebel Alliance · Cost 2 · Damage capacity 2 · Force icons 1

Reaction: After this unit enters play, move 1 target captured card to a different enemy objective. Then, draw 1 card.

Superior Intelligence

No. 869 · Enhancement · Light side · Rebel Alliance · Cost 2 · Force icons 0 · Resource 1

Enhance your play area.

Action: If it is not the conflict phase, focus this enhancement to place a card from your hand at an enemy objective as a captured card.

Undercover

No. 870 · Event · Light side · Rebel Alliance · Cost 0 · Force icons 2

Action: Target up to 2 cards in your discard pile. Shuffle the targeted cards back into your deck. Then, place this card at an enemy objective as a captured card.

Rescue Mission

No. 117 · Event · Light side · Neutral · Cost 2 · Force icons 2

Action: Rescue 1 captured card. If it is a unit, you may put it into play under its owner's control.

Objective Set 178

The Tarkin Doctrine

No. 871 · Objective · Dark side · Imperial Navy · Damage capacity 5 · Resource 1

Imperial Navy affiliation only.

While you control 3 or more [Imperial Navy] objectives, this objective gains: "Reaction: After an opponent declares attackers, he must either spend 2 resources or end the engagement without further resolution. (Limit once per turn.)"

Grand Moff Tarkin

No. 872 · Unit · Dark side · Imperial Navy · Cost 3 · Unique · Damage capacity 3 · Force icons 3 · Resource 1

Elite.

Reaction: After a phase begins, spend 1 [Imperial Navy] resource to treat a target card's printed text box as if it were blank (except for Traits) until the end of the phase. (Limit once per turn.)

Stormtrooper Assault Team

No. 873 · Unit · Dark side · Imperial Navy · Cost 2 · Damage capacity 2 · Force icons 1

Targeted Strike.

This unit gains [Edge-Enabled Unit Damage] for each [Imperial Navy] objective you control.

Rule by Fear

No. 874 · Enhancement · Dark side · Imperial Navy · Cost 3 · Force icons 1

Enhance your play area.

Reaction: After an enemy unit enters play, sacrifice this enhancement to return that unit to its owner's hand.

Moment of Triumph

No. 875 · Event · Dark side · Imperial Navy · Cost 2 · Force icons 2

Play only during your turn.

Action: Destroy each unit with printed cost 2 or lower.

Twist of Fate

No. 171 · Fate · Dark side · Neutral · Force icons 0 · Edge priority 2

Cancel this edge battle and the card effects of all other fate cards just revealed. Discard both edge stacks and start a new edge battle.

Objective Set 179

Might of the Empire

No. 876 · Objective · Dark side · Imperial Navy · Damage capacity 5 · Resource 2

Each Capital Ship unit you control gains elite.

Chimaera

No. 877 · Unit · Dark side · Imperial Navy · Cost 5 · Unique · Damage capacity 4 · Force icons 3

Elite.

Reaction: After this unit is focused to strike, it gains [Unit Damage] or [Blast Damage] until the end of the phase.

DP20 Corellian Gunship

No. 878 · Unit · Dark side · Imperial Navy · Cost 3 · Damage capacity 2 · Force icons 2

Shielding.

Reaction: After this unit is declared as an attacker or defender, place 1 shield on a target unit or objective.

Fleet Staging Area

No. 879 · Enhancement · Dark side · Imperial Navy · Cost 0 · Force icons 0 · Resource 1

Enhance your play area.

Limited.

Resources generated by this enhancement can only be used to play [Imperial Navy] cards with printed cost 3 or higher.

Tractor Beam

No. 392 · Event · Dark side · Neutral · Cost 2 · Force icons 3

Action: Move 1 focus token from a Vehicle unit you control to a target Vehicle unit with lower printed cost.

The Empire Strikes Back

No. 880 · Event · Dark side · Imperial Navy · Cost 0 · Force icons 1

Reaction: After an enemy objective is destroyed, increase the Death Star dial by 1.

Objective Set 180

Enforced Loyalty

No. 881 · Objective · Dark side · Imperial Navy · Damage capacity 5 · Resource 1

Reaction: After an opponent's turn ends, if this objective is undamaged, deal 1 damage to each enemy objective. (Limit 1 per turn.)

Colonel Yularen

No. 882 · Unit · Dark side · Imperial Navy · Cost 3 · Unique · Damage capacity 2 · Force icons 2

Reaction: After this unit enters play, move up to 2 damage from an objective you control to a target enemy objective.

Lieutenant Mithel

No. 883 · Unit · Dark side · Imperial Navy · Cost 2 · Unique · Damage capacity 3 · Force icons 2

While this unit is defending it gains: "Reaction: After the first enemy Vehicle unit is focused to strike this engagement, it loses [Blast Damage] and [Edge-Enabled Blast Damage] for that strike."

MSE-6 "Mouse" Droid

No. 884 · Unit · Dark side · Neutral · Cost 0 · Damage capacity 1 · Force icons 1

Action: During the deployment phase, focus this unit to draw 1 card. Any opponent may focus a unit he controls to cancel this effect.

Control Room

No. 24 · Enhancement · Dark side · Imperial Navy · Cost 2 · Force icons 0 · Resource 2

Enhance your play area.

Limited. (You cannot play more than one limited card per turn.)

The Imperial Fist

No. 885 · Fate · Dark side · Neutral · Force icons 1 · Edge priority 10

If you control a participating unique [Imperial Navy] unit, move up to 2 damage from a friendly objective to a target enemy objective.

Objective Set 181

Imperial Entanglements

No. 886 · Objective · Dark side · Imperial Navy · Damage capacity 5 · Resource 1

The first unit you focus to strike each engagement gains [Unit Damage] until the end of the engagement.

Imperial Raider

No. 887 · Unit · Dark side · Imperial Navy · Cost 3 · Damage capacity 3 · Force icons 2

Shielding.

Reaction: After you lose an edge battle as the defender, declare this unit as a participating unit on your side. (Limit once per turn.)

VT-49 Decimator

No. 888 · Unit · Dark side · Imperial Navy · Cost 2 · Damage capacity 2 · Force icons 1

While this unit is defending alone, you strike first this engagement.

Customs Blockade

No. 889 · Enhancement · Dark side · Imperial Navy · Cost 1 · Force icons 2

Enhance your play area.

Forced Interrupt: When the first enemy event card is played this turn, focus this enhancement with 2 focus tokens to cancel its effects.

Ion Cannon

No. 890 · Enhancement · Dark side · Neutral · Cost 1 · Force icons 1

Enhance a Capital Ship or Transport unit.

Enhanced unit gains [Tactics].

Objective Set 182

Phantoms of Imdaar

No. 891 · Objective · Dark side · Imperial Navy · Damage capacity 5 · Resource 1

Reaction: After you declare 2 or more Fighter units as attackers or defenders, place 1 shield on one of those units.

TIE Phantom

No. 892 · Unit · Dark side · Imperial Navy · Cost 3 · Damage capacity 2 · Force icons 2

While this unit is ready and participating in an engagement, it cannot be targeted by enemy card effects or affected by enemy combat icons.

Enhanced Laser Cannon

No. 893 · Enhancement · Dark side · Neutral · Cost 1 · Force icons 2

Enhance a Fighter unit.

Enhanced unit gains [Unit Damage].

Damage dealt by enhanced unit cannot be prevented by shields.

Fighters Coming In!

No. 894 · Event · Dark side · Imperial Navy · Cost 0 · Force icons 1

Action: During an engagement, a target non-participating ready Fighter unit you control is now participating on your side.

Heat of Battle

No. 169 · Fate · Dark side · Neutral · Force icons 2 · Edge priority 6

Deal 1 damage to a target participating enemy unit.

Objective Set 183

Brothers of the Sith

No. 895 · Objective · Dark side · Sith · Damage capacity 5 · Resource 1

Sith affiliation only.

Action: Focus this objective to search the top 5 cards of your deck for any number of Sithspawn cards, reveal them, and add them to your hand. Shuffle the remaining cards back into your deck.

Gorc

No. 896 · Unit · Dark side · Sith · Cost 4 · Unique · Damage capacity 5 · Force icons 3

Elite.

Protect Pic.

Reaction: After this unit takes damage, return Pic to your hand.

Pic

No. 897 · Unit · Dark side · Sith · Cost 2 · Unique · Damage capacity 2 · Force icons 2

Action: During an engagement in which Gorc is participating, put this unit into play from your hand as a participating unit on your side.

Telepathic Connection

No. 898 · Enhancement · Dark side · Sith · Cost 0 · Force icons 2

Enhance your play area.

Pic gains targeted strike.

Gorc gains: "Reaction: After this unit is declared as an attacker, target an enemy unit. That unit must defend this engagement, if able."

Force Stasis

No. 62 · Event · Dark side · Sith · Cost 1 · Force icons 1

Action: Target an enemy Character or Creature unit. That unit cannot be declared as an attacker or defender until the end of the phase.

Force Invisibility

No. 899 · Event · Dark side · Sith · Cost 2 · Force icons 1

Reaction: After an enemy unit is focused to strike, target a [Sith] unit you control. The targeted unit cannot be affected by enemy combat icons this strike.

Objective Set 184

The Hutt's Menagerie

No. 900 · Objective · Dark side · Scum and Villainy · Damage capacity 5 · Resource 1

Limit 1 per objective deck.

Action: Focus this objective to return a Creature unit from your discard pile to your hand.

Malakili

No. 901 · Unit · Dark side · Scum and Villainy · Cost 1 · Unique · Damage capacity 1 · Force icons 1

Reaction: After this unit enters play, search your deck for a Creature unit, reveal it, and add it to your hand. Shuffle your deck.

Jabba's Rancor

No. 902 · Unit · Dark side · Scum and Villainy · Cost 4 · Unique · Damage capacity 4 · Force icons 1

No enhancements.

Reaction: After you win an edge battle, if this unit is participating in the engagement, destroy 1 target participating enemy non-Vehicle unit.

Bubo

No. 903 · Unit · Dark side · Scum and Villainy · Cost 2 · Unique · Damage capacity 3 · Force icons 2

No enhancements.

Protect [Scum and Villainy] unit.

Underground Entertainment

No. 904 · Enhancement · Dark side · Scum and Villainy · Cost 0 · Force icons 2

Enhance your play area.

Action: Shuffle this enhancement into its owner's deck to remove a target enemy non-Vehicle unit from an engagement. Then, deal that unit 1 damage.

Jabba's Summons

No. 905 · Event · Dark side · Scum and Villainy · Cost 1 · Force icons 2

Action: Search your deck for a Bounty Hunter or Mercenary unit, reveal it, and add it to your hand. Shuffle your deck.